Hi,
I think this is a good moment to start posting about my progress.
I will try to write a weekly update if I'm not busy.
By now I won't post any links to my stuff because I don't want to look like I'm self-promoting, but if you tell me that this is OK I'll put some so you can tell me what do you think about my work and if there're ways to improve it.
Right now I'm making a Doom Clone, a video game in the First Person Shooter genre, using low resolution pixelated textures and 2D images for characters, placeables and such.
I've been on it for almost 2 years and I'm getting close to publish an Early Access version on Steam. If things go well I'll do some sort of launch on December 10th because it's the 25th anniversary of the first Doom.
I'm using the Unreal Engine and assets from the Freedoom Project which can be openly licensed and used commercially.
Other than that I'm writing all the code and making the levels myself.
If things go well I plan on using Blender to make high quality pre-rendered textures and sprites to not depend on the Freedoom community for graphics.
If things go very well I'll get someone for the sound and music.
And if things go really REALLY well I'll build a team to make more stuff with in-house assets.
I've been getting feedback from people and the majority likes it.
It's meant to be a revivification of the experience we got from 90's shooters, with more action and all the focus on the gameplay with no filler, without any of the things that make modern shooters today like regenerating health, linear maps full of cut-scenes and little to none replayability on single player.
Also no microtransactions, loot boxes and all that crap.
Because I'm using a modern game engine I don't have any of the limitations there were in the 90's. I can create complex 3D worlds with colored dynamic lights and with Steam integration.
And because I've been thinking big and about what would this represent in the future I decided to release all the code for free.
A level editor is cool, an SDK/Dev Kit for people to make mods is better. What's even better than that? What would give the biggest impact and offer the most value?
What about streamlining the whole dev process, package it easy and offer it to everyone?
That's what I'm doing. I want to build a whole community that allows to not only release cool mods and total conversions, I will facilitate people to build their projects as stand-alone games and release them as they wish, commercially or not.
Why?
Because why the f**k not?
This is the general explanation of my project, let's talk more specifically about its state right now.
I got approved on Steam some weeks ago and I put a very basic Store Page that can be seen on the Coming Soon section, this allows me to activate the Community Hub to interact with people.
I recorded a video with gameplay and took some screenshots. I'm surprised that people are actually liking it because I think it doesn't look very good at this moment.
I also launched an IndieGoGo crowdfunding campaign last week.
And of course I've been uploading videos to my Youtube channel to describe my progress.
My plan now is to keep improving the game logic while the IGG campaign is live. Whether is successful or not doesn't matter, it's just a way to spread the word, get traffic and interact with people.
Sure, if it makes money that would be a clear sign that the product is very interesting and people are hyped.
And that's it for now, things to do this week:
Implement more enemies and the infight system.
Update the demo map I made a while ago, release another demo with 10 maps using a procedural map generator and analyze people's feedback about how the gameplay feels.
Set a Discord channel.
If there's time start adding some gore and blood.
I think this is a good moment to start posting about my progress.
I will try to write a weekly update if I'm not busy.
By now I won't post any links to my stuff because I don't want to look like I'm self-promoting, but if you tell me that this is OK I'll put some so you can tell me what do you think about my work and if there're ways to improve it.
Right now I'm making a Doom Clone, a video game in the First Person Shooter genre, using low resolution pixelated textures and 2D images for characters, placeables and such.
I've been on it for almost 2 years and I'm getting close to publish an Early Access version on Steam. If things go well I'll do some sort of launch on December 10th because it's the 25th anniversary of the first Doom.
I'm using the Unreal Engine and assets from the Freedoom Project which can be openly licensed and used commercially.
Other than that I'm writing all the code and making the levels myself.
If things go well I plan on using Blender to make high quality pre-rendered textures and sprites to not depend on the Freedoom community for graphics.
If things go very well I'll get someone for the sound and music.
And if things go really REALLY well I'll build a team to make more stuff with in-house assets.
I've been getting feedback from people and the majority likes it.
It's meant to be a revivification of the experience we got from 90's shooters, with more action and all the focus on the gameplay with no filler, without any of the things that make modern shooters today like regenerating health, linear maps full of cut-scenes and little to none replayability on single player.
Also no microtransactions, loot boxes and all that crap.
Because I'm using a modern game engine I don't have any of the limitations there were in the 90's. I can create complex 3D worlds with colored dynamic lights and with Steam integration.
And because I've been thinking big and about what would this represent in the future I decided to release all the code for free.
A level editor is cool, an SDK/Dev Kit for people to make mods is better. What's even better than that? What would give the biggest impact and offer the most value?
What about streamlining the whole dev process, package it easy and offer it to everyone?
That's what I'm doing. I want to build a whole community that allows to not only release cool mods and total conversions, I will facilitate people to build their projects as stand-alone games and release them as they wish, commercially or not.
Why?
Because why the f**k not?
This is the general explanation of my project, let's talk more specifically about its state right now.
I got approved on Steam some weeks ago and I put a very basic Store Page that can be seen on the Coming Soon section, this allows me to activate the Community Hub to interact with people.
I recorded a video with gameplay and took some screenshots. I'm surprised that people are actually liking it because I think it doesn't look very good at this moment.
I also launched an IndieGoGo crowdfunding campaign last week.
And of course I've been uploading videos to my Youtube channel to describe my progress.
My plan now is to keep improving the game logic while the IGG campaign is live. Whether is successful or not doesn't matter, it's just a way to spread the word, get traffic and interact with people.
Sure, if it makes money that would be a clear sign that the product is very interesting and people are hyped.
And that's it for now, things to do this week:
Implement more enemies and the infight system.
Update the demo map I made a while ago, release another demo with 10 maps using a procedural map generator and analyze people's feedback about how the gameplay feels.
Set a Discord channel.
If there's time start adding some gore and blood.
Dislike ads? Become a Fastlane member:
Subscribe today and surround yourself with winners and millionaire mentors, not those broke friends who only want to drink beer and play video games. :-)
Access Restricted: Unlock 1,000,000+ Posts
Stop Peeking Through the Keyhole.
Open the Door.
You hit a wall because the best advice isn't free—it's earned. Since 2007, MJ DeMarco has been active here daily (99.9% active rate), building a war room for entrepreneurs who refuse to settle for mediocrity.
- Active Daily: Life-changing content posted dozens of times every day. No dead threads.
- MJ's Inner Circle: Direct access to the author of The Millionaire Fastlane.
- Vetted Network: Connect with founders scaling to 7 and 8 figures.
- Proven Roadmaps: Strategy over motivation. Execution over "hustle porn."
"SCALED TO 6-FIGURE MONTHS"
"Tips and advice here saved me from huge mistakes, others allowed me to scale my business to 6-figure months."— User MitchC
"INSANE QUALITY OF PEOPLE"
"The number of high quality people I've met from this forum has been insane. All of it predicated on building real value."— User Richard Peck
"You are the average of the five people you surround yourself with."
Are you surrounding yourself with success?
